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Finally the most impressive talent, in my opinion, out of the three, WoWY. For BM hunters, Combat experience is buff from 50 to 70% damage, and regardless of their pet spec, they get upgrades on their damage, survival and speed. It's telling you to grab with your teeth and not let it go. For MM and Survival hunters, you get extra 30% damage in exchange of your pet, sounds nice, but your pet usually comes with an additional thing that can help your group, or you, in different situations.

PE: Each Talent extends a respective cooldown for each spec, AM extending Arcane power by 2 seconds on each cast, Fireball/Pyro/Inferno Blast Crits adding 1 second on Combustion and Icelance with Icy Veins by 2 seconds. Fire mages probably get a huge lead on this one, Combustion ticking alot due to their crits rolling out of control is something they are really good at.

FC: Massive crystal that will absorb all damage done by the mage to it for 10 seconds, then explode all that damage equal to 130% to all enemies within 8 yards? Low cooldown as well. I can see this having quite an impact in Bloodlust/Heroism situations.

FS: Arcane gets a low cooldown orb (finally) that gives them arcane charges each time it damages something. Good.
Fire gets a massive meteor of death. If you ran Black Temple, HoO or other instances, then you know the drill with this spell. It will deal more damage the less amount of people are near the target location. Additionally, you get an AoE on the point of impact for 10 seconds. Not bad.
Finally, Frost gets icy comets that split their damage between the target and all enemies within 5 yards of impact point. If it is more than a single wave of 7 comets or just 7 of them will have to be seen, but it doesn't sound all that impressive overall, maybe with some frost passives it will have more of an impact.

Note: I have VERY limited experience with monks, so what I'm about to say is not something to take to heart.

VC: All of them looks pretty good, being able to Stagger magic damage is a very big deal, that will give your healers a little bit more of breathing space. Healing spheres exploding instead of walking to them might change something, but I feel this is aimed towards people that do not want to walk through the sphere. Hurricane strike gives you an invulnerability spell with some damage between nearby targets. I expect this to be used pretty often during high AoE burst situations.

CE: Each spec has a different effect, but I will highlight some for each that I consider pretty important:

-- BM: 3+ Chi: ''Purifies all of your staggered damage'' is really big. If you just too a massive spike of damage and your stagger is reaching critical levels, you can just purify it and be done with it.

--MW: 3+ Chi: '' Also Summons 8 healing spheres around the target'' on an organized raid, this is a huge amount of healing, usually melee DPS will take a huge advantage of this.

-- WW: 3+ Chi: ''Generates a charge of Tigereye Brew''. I do fall off short of this, but it seems to be a very critical buff that gives off a very good amount of damage when consumed. I'm drawing blanks here, so I do apologize.

SM: The bonus on BM and WW does sound okay, but I feel the MW one takes the cake on this situation. Soothing Mist chains up to 2 additional allies and has a 50% higher chance to generate chi. In short, a constant chain heal with loads of chi for free to use.

TLW: Both aspects of this talent look absolutely great. With Holy, you get an extra target for beacon of Light, so you pretty much cover both of your tanks or both of your arena partners in 3v3. This is a nice change. On the Prot and Ret side of the talent, we have additional bonuses depending on the actual type of Judgment used. All 4 bonuses have a great utility in all aspects, from soloing to PVP to raiding. Being able to switch to a 3% max HP every 2 second HoT into a 10% AP for 20 seconds, or 10% movement speed for 20 seconds is pretty important. So it's a good talent for all 3 specs.

SoF: Oh boy, this is a very big Holy talent. Some even say that shockladins might even comeback from the grave. Holy gets a 30% damage increase while this seal is active, while prot and ret take a 30% damage reduction while they have it active. This seal gives a spellpower buff that will be consumed on your next healing spell you cast. I think there can be more than meets the eye on this baby.

DC: Each deserves their own paragraph, in this case.

-- Holy: Your beaconed target gets a protective shield equal to his 30% max HP for 10 seconds, when he drops below 30% HP. Another cooldown to protect your tanks and/or friends in trouble. I do feel, however, that this can be used pretty nicely by moving the beacon and providing a protective shield to other people, since you can't shield the same person twice within 60 seconds. This can be an interesting thing.

-- Prot: Holy shield is back, and this time is not in the form of pogs. It actually came back as good passive ability, with no charges and a 24/7 uptime. Great news overall.

-- Retribution: Final verdict, oh boy. At first this might not sound awesome, but it is very awesome. Final verdict replaces Templar's verdict and changes all the damage Templar's verdict did, from physical to pure holy. If you want to add up your mastery bonus into it as well, you might have a monster ready to be unleashed at any moment. If you already hit like a truck with TV, FV will make you hit like 20 of them, stacked up in a row.

-- Disc: Your greater heal becomes a protective shield instead of a direct massive heal. This is, of course, affected by your mastery and such, but I can't shake off the feeling that this talent might see some changes, cause it falls a little bit flat on its own. Unless I am missing something somewhere.

-- Holy: PoH on roids. Greater healing heals the target and its allies within 10 yards. Everyone wins in this case.

-- Shadow: Dear lord, this is a monster talent. I can see this one having alot of work in PVP rather than PVE. 40% additional damage on targets without your dots + Shadowy recall affecting those spells as well. It's absolutely brutal to even think about it. Mind Blast and Mind Spikes will hurt a damn lot when this rolls in.

PotV:

-- Disc and Holy: Void shift gets rid of the long ass cooldown it had, but in exchange it can only be cast on allies with less HP than you, and no longer heals. I don't think its core usage would change much.

-- Shadow: This DoT is, probably, the most welcome one in a Shadow priest's arsenal. Having another spell to consume your Shadow orbs that lasts 60 seconds on the target is something to not laugh at. You might as well use this at the very start of a fight and then roll in the devouring plagues while this keeps on ticking on your enemy. Great spell overall.

SG:

-- Disc and Holy: Emergency heal, but it comes with a risk if you abuse it too much. Healing your target for 50% of their max HP sounds nice, but use it 7 times in a row and your healing overall will take a huge punishment.

-- Shadow: If you see a shadowy Apparition, you know that's a walking Shadow orb coming for you. This might help you to keep Devouring plague rolling out of control, especially in cases where you can keep SoW:P on multiple targets.

- Rogue: Master of the Basics / Shadow Reflection / Death from Above

MotB: Combo points on your autoattack criticals? That will allow you to keep alot of your finishers up and running quite alot of time. Slice and Dice and recuperate will just keep on rolling for the entire duration of a fight, plus other things as well. A very nice talent overall.

SR: A copy of yourself, doing your abilities for 8 seconds. Sounds nice, but considering the wording, just copies your abilities, not your auto attacks nor anything else. We will have to see more of this talent.

DfA: A Double attack of pure shadow damage that hits on AOE. Although, I do feel that rogues already had a finisher that did the same, named Crimson Tempest, so I think if they are adding this thing, they should do something about it.

RS:
-- Elem&Enh: Striking a random enemy sounds good, but I can't help to wonder if that actually will hit targets under CC. It's extra DPS anyway, so it might come quite handy, but it's not controllable in any shape or form.
-- Resto gets a more healing efficient water totem that gathers overhealing and gives it to the shaman. An alternative to Healing stream totem.

SET: The final piece of the elemental trio, the Storm elemental. It's a caster elemental that shoots winds at enemies and heals your allies. Duration unspecified, but it's a nice cooldown to have around.
RotE:

-- Elem&Enh: Your fire totem spews globs of lava at the face of a random enemy per second, every 15 seconds. These globs hit in a 8 yards around the target, for a grand total of 15 globs. Not a bad thing overall, but still has little control over it.

-- Resto: Chain heal bounces to all targets affected by your Riptide. Rejoice for even smarter and efficient healing.

Afflict: Increases your periodic damage by 15% for 30 seconds, 50% on the target of haunt (35% from the actual spell + 15% from you). It's quite a nice amount of increased damage and considering it's not a short time buff, it can come quite handy give the situation.

Demo: ToC doesn't cost demonic fury and generates 40 demonic fury in exchange of reduced damage done in metamorphosis. Longer time inside of Metamorphosis, which is nice overall. I don't know if this does as well affect Demonic Slash as well, but we will have to see.

Destro: Incinerate and conflag doing less damage, but increase the burning ember generation by 400%. This gives in a feeling that Chaos bolts will be shot, everywhere, at anyone, at any moment. It's a sacrifice of DPS for a huge burst of damage overall. Could have some nice potential in a given situation.

Cataclysm: I do remember this spell being added to locks a long time ago, and then removed in the PTR stage. Glad to see it is back and a little bit more tweaked. Deals 10k Shadowflame damage to all foes within 8 yards, after 2.6 seconds of cast. This damage is not split, and it comes with additional effects according to your spec. Pretty much, a very heavy and powerful AOE spell. No resource or mana cost specified, expect one to be added.

DS: This one is my biggest gripe overall. At first it feels that having a permanent Doomguard or an Infernal is nice, but I feel we are giving up a pet slot with their lack of abilities overall, on top of other talents that synergize with pets as well. Hell, I can't even think how command demon would work here either. This talent needs to be worked even further. Giving those two extra abilities would probably be a better plan overall. If they did something with enslave daemon, that would make me quite shocked and happy at the same time.

Note: I played warlocks my entire life, my apologies if this sounds way too biased.

BB: A very nice ability that might have a 100% uptime. Blades cutting every second for 30 seconds is pretty nice. Some extra damage rolling in.

Ravager: Took you 20 levels, but you finally learnt from Ingvar how to toss an axe and make it spin far away from you. 3000 damage for 15 seconds, not bad, not that great either. It will keep you away from harm though. All specs would have a nice utility for this.

EM:

Arms&Fury: Slash yourself, get 30 rage. Rage can be traded for skills, skills trade in blows that kill. No cooldown specified, but expect one added there.

Prot: Replaces your Defensive stance with a new Gladiator stance. Prot DPS might even become a thing with this, and it's a scary thing already. Damage dealt is increased, Shield Slam now consumes Shield Barrier and your crit chance is equal to your crit block chance.
Proceed to slam everyone in the face with your doors.

Just like racials, some class passives might be changed.
This is just deduction, so don't be quite concerned about it, much.

--- Questing ---

Quest log improved vastly: It will split your quests between Main Story ones and side quests.

Quest items will no longer be stored in your bags.

Less non-vendor items means more space for sellable items. Awesome.

--- UI Changes ---

When buying WoR, you can boost one character to 90.

Good...

but customs will clean up your bags, quest log and action bars.

Good bye Severed night elf Head.

Bags: You will be able to sort them and designate which items should go where.

Good change, now you can have your actual material separate from materials you want to sell in the AH or use for other things.

Items will have colored borders to indicate quality, or a gold coin to let you know that it is vendor trash.

You can craft directly from the bank.

Finally, now I can set my heart somewhere that isn't the front gate of Orgrimmar.

Continues in the next comment

Collections: Now featuring Toys and Heirloom items. They do not take space in your inventory anymore.
Now you don't have to pay thousands of dollars to level up your characters in other realms in a more efficient way. Now your heirlooms will be open for all your characters. Great change, and one that plenty of people were looking forward to.

Larger Stack sizes: Over 100 of the same.

This smells like trade goods and resources like ores and bars will have this treatment. I wouldn't be impressed if that was the case.

Adventure Guide: Helps out players on what to do next and it is customized based on your professions and gear.

This is pretty damn neat. Even after playing for so long, I would get a little bit aimless on what to do next. A more than welcome addition.

-- PVP --

Ashran is the new world PVP zone, it will be a PVP sandbox that continues all the time.

Great.

Ashran will use Cross Realms zone to create a more balanced PVP zone.

Ashran will let you build and commandeer siege vehicles.

I don't think this is something new, you could do that as well in Wintergrasp. I think that was the selling point of it, before Tenacity rolled in and destroyed everything on its path.

Flags will now display their capture rate on the map and on the actual flag.

Something expected for a long time.

At the end of a Battleground or Arena, you might get loot, honor or other things.

Weekly quest to upgrade an item. The quest will be related to PVP.

That gives PVP a more viable way of playing the game, which is pretty awesome.

Trial of the Gladiator is the new Arena Ladder. It will concentrate queue times during the week and help out higher rated people.

It uses tournament rules. You can buy gear from a Vendor and play. No need to grind for gear, PVE gear is disabled.

This is pretty neat, and I do hope it works really well on that aspect. All about how well you can do, and not just your gear.

Prestige rewards will come only from Trial of the Gladiator.

Season 15 Dragonfly, here I come.

--- Garrisons---

Player housing, works just like your Tilter's Farm. It's Phased from the world.

Can be built on any zone, but on an specified spot.

Collect followers, send them into missions. Name them.

Trade resources.

Limited access to profession you don't have, depending on the buildings you have.

I have to see how this works out, but there has to be a catch about this, or the profession market is pretty screwed.

It allows you to get epic gear from quests done by followers.

Garrisons can be expanded upto 3 times, giving you more plots of land to build on.

Collect Trophies and build monuments. Access them by completing achievements. Rare spawns might drop some of these stuff.

Another reason to hunt those down.

Buildings have unique bonuses. These can be upgraded 3 times and then specialized with a talent tree.

*Inns let you collect followers every day, comes with a kitchen.
*There are more than one way of recruiting followers. Bribe or recruit them.

I would not be impressed if questing gives us followers at some point.

Followers level up by doing missions. On level cap, they increase their item level.

Followers have their own professions and will lend them to you.

Just like pets, they have quality and Rarity.

So, Follower Battle when?

They can do Raids, Dungeons and quests.

Buildings have their own specialized missions.

You can move your garrison to any other zone you want.
In short summary: This is your house, there are many like them, but this one is yours.

--- Story ---

So, let's run down this path quickly. Garrosh goes back in time after being put in jail and escaping. He goes back before the time the Orcs drink the ''kool aid'' (Mannoroth's blood). This causes several things to happen:

No first nor second invasions to Azeroth.

Griselda Blackhand doesn't get destroyed by Blackhand's horde in Azeroth.

No Deathwing going into outland to lay eggs and create Netherdrakes.

The Draenei do not become broken and do not put the Exodar in a nosedive towards Azeroth.

Thank lord for this.

Many important figures from outland will be there and not corrupted nor dead.

With that, we don't know who else is coming along with us into this journey, but we might as well be prepared for anything.

Thanks for reading all this, as I said before, I'm open to all feedback and discussion about this. My apologies if it is a really long thing, but I do feel like it's better to have one thread to discuss this rather than have several split up.

Yeah, I think surprised would fit better in this scenario. If they say we have more than one way of getting followers, questing might be one of those ways, hell even dynamic events might be another way as well. It all depends on what Blizzard does in the end with this.
Now, stuff stacking upto 100, now that is something that should have been done a while ago, a very long time ago. So it's good they finally done it.

No, they are not going back in time on their own timeline, they are going into a pocket dimension that takes place during the timeline of the iron horde and Draenor. So the current Azeroth won't change at all, except for stuff that is currently happening there, or if they go back into their own dimension.

I think it's a rough spot, but I think if they are not dead from Outlands, then we might as well see them.
They would have quite an impact in the Alliance's morale overall, since they are very powerful characters.

This is correct. Stats that are considered un-fun to have to manage (hit, expertise, dodge, parry) have all been removed from the game and so has forging. Primary stats on your gear now change depending on your spec and on the whole your gear should work for you without requiring you to do the math for the perfect reforges.

It is there he just spelt it reinforging (prolly a miss type). Anyways good read I am excited thinking of coming back to the game with my fiancé. Also your lore portion is incorrect at least from what I understand. We aren't going back in time but to another reality where this point in time exists.